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  • About
  • The Global ETD Search service is a free service for researchers to find electronic theses and dissertations. This service is provided by the Networked Digital Library of Theses and Dissertations.
    Our metadata is collected from universities around the world. If you manage a university/consortium/country archive and want to be added, details can be found on the NDLTD website.
21

O planejamento de atividades gamificadas a partir de uma abordagem participativa do design instrucional em ambientes virtuais de aprendizagem

Alves, Fábio Pereira 15 May 2015 (has links)
Submitted by Igor Matos (igoryure.rm@gmail.com) on 2017-01-23T14:33:53Z No. of bitstreams: 1 DISS_2015_Fábio Pereira Alves.pdf: 1571596 bytes, checksum: 4df7191190f06235581e14f1336e7c75 (MD5) / Approved for entry into archive by Jordan (jordanbiblio@gmail.com) on 2017-01-25T11:24:34Z (GMT) No. of bitstreams: 1 DISS_2015_Fábio Pereira Alves.pdf: 1571596 bytes, checksum: 4df7191190f06235581e14f1336e7c75 (MD5) / Made available in DSpace on 2017-01-25T11:24:34Z (GMT). No. of bitstreams: 1 DISS_2015_Fábio Pereira Alves.pdf: 1571596 bytes, checksum: 4df7191190f06235581e14f1336e7c75 (MD5) Previous issue date: 2015-05-15 / Os Ambientes Virtuais de Aprendizagem (AVA) são artefatos tecnológicos compreendidos como sistemas que congregam vários recursos de tecnologias da informação e comunicação (TIC) focados em processos de ensino-aprendizagem. Entre os recursos utilizados em diversos AVA, , há o uso de elementos de design de jogos, que surgiram a partir do fenômeno denominado gamificação. No caso do Moodle, a gamificação se dá pelo uso de medalhas, que podem ser concedidas aos alunos em decorrência do cumprimento de dada condição. A despeito da possibilidade de utilização de gamificação em AVA, há que se verificar se existe influência desses elementos no processo de planejamento de atividades. Este estudo objetivou-se a compreender de que maneira os elementos de design de jogos situam-se como instrumentos mediadores entre os usuários e o Design Instrucional (DI) em AVA. Esta investigação empregou uma abordagem qualitativa e caracterizou-se como pesquisa exploratória, na qual foram empregados, como método de coleta de dados, dois experimentos em que foram utilizados o método de codesign e o DI. Os dados coletados foram comparados com a literatura encontrada, por meio da técnica de triangulação. Observou-se que o uso de medalhas no planejamento de unidades de ensino teve influência sobre todo o processo de criação de atividades, apesar de não ser determinante para a definição das mesmas. As unidades planejadas foram permeadas por elementos de jogos, incentivando uma abordagem menos conservadora do DI. Além disso, observou-se a emersão de um modelo de design compartilhado de atividades gamificadas entre alunos e professores no DI / The Virtual Learning Environments (VLE) are technological artifacts understood in this work as systems that bring together several features of information and communication technologies (ICT) focused on teaching-learning processes. Between the resources used in various VLE, there is the use of elements of game design, which emerged from the phenomenon called gamification. In the case of Moodle, the gamification takes place by the use of badges that can be awarded to students as a result of compliance with given condition. Despite the possibility of using gamification in VLE, there’s the need of checking if there is influence of these elements in the activities planning process. The aim of this study is to understand how the game design elements are as mediators between users and Instructional Design (DI) in VLE. This investigation employed a qualitative approach and was characterized as exploratory research, in which were employed, as a data collection method, two experiments. In those experiments were used the method of codesign and DI. The collected data were compared with the literature found, through the technique of triangulation. It was observed that the use of badges in planning educational units had influence on the whole process of creation of activities, although not determinant for the definition of the same. The planned units were permeated by elements of games, encouraging a less conservative approach of DI. In addition, it was observed the emergence of a shared design template of gamified activities between students and teachers in the DI
22

O processo de design para mudança de comportamento orientado à alimentação saudável infantil

Mota, Juliana Gonçalves January 2017 (has links)
Esta pesquisa analisou o processo de criação de concepts de projeto para estimular os hábitos nutricionais saudáveis na infância, na perspectiva do design para mudança de comportamento. O princípio deste campo do design é transformar a compreensão do comportamento humano em estratégias para a criação de soluções que impactem positivamente a vida dos indivíduos e a sociedade. A fim de atender aos seus objetivos, o estudo adotou a pesquisa-ação como abordagem metodológica, por meio da qual foi realizado um workshop de codesign. Através desta dinâmica foi possível estabelecer a interação colaborativa entre designers e usuárias (mães), no papel de principais educadoras nutricionais dos filhos, e a criação concepts para incentivar o comportamento alimentar saudável nas crianças. O Modelo de Design para o Comportamento Saudável (MDCS – LUDDEN; HEKKERT, 2014), criado para potencializar projetos focados no bem-estar do usuário, foi utilizado como suporte para a análise do processo projetual. No âmbito teórico, os resultados alcançados na pesquisa possibilitaram um avanço nos estudos sobre design para mudança de comportamento, assim como sobre o MDCS. A pesquisa permitiu ainda a aproximação entre princípios do codesign e do design para a mudança de comportamento, diante da lacuna identificada entre essas abordagens. Na perspectiva aplicada, este trabalho promoveu a associação entre conceitos da psicologia comportamental e do design aplicados ao contexto da nutrição infantil. A partir desta conexão foi possível gerar conhecimentos técnicos para o aperfeiçoamento dos processos projetuais focados na alimentação saudável na infância e para a prospecção de novas possibilidades de projeto para prevenção da obesidade. / This research analyzed the creation process of project concepts to stimulate the healthy nutritional habits in childhood, in the perspective of the design for behavior change. The principle of this field of design is to turn the understanding of human behavior into strategies for the project of solutions that impact positively the lives of individuals and the society itself. In order to reach its goals, the study adopted the action research methodology as procedural approach, through which a codesign workshop was held. This dynamic allowed the collaborative interactive between designers and users (mothers), as the main nutritional educators of their children, and the creation of concepts to encourage the healthy eating behavior in kids. The Design for Healthy Behavior Framework (DHBF), created to enhance projects focused on the well-being of the user, was used to support the analysis of the design process. In the theoretical scope, the results achieved in the research made possible an advance in the studies of design for behavior change, as well as on DHBF. The research also allowed the approach between the principles of codesign and design for behavior change, given the gap identified between these two approaches. In the applied perspective, this research promoted the association between behavior psychology and design concepts applied to the context of child nutrition. From this connection, it was possible to generate theoretical knowledge for the improvement of design processes focused in childhood healthy eating and to the prospecting of new possibilities of obesity prevention projects.
23

Design, favela e ativismos: experiências e aprendizados com a Redes da Maré no Rio de Janeiro / Design, favela, and activism: experiences and learning with \'Redes da Mare\' in Rio de Janeiro.

Bruna Ferreira Montuori 12 April 2018 (has links)
As iniciativas comunitárias em assentamentos urbanos informais e áreas periféricas metropolitanas vêm resistindo por décadas questões de vulnerabilidade social por meio da cultura, arte, educação e outras práticas que resultam em engajamento social e transformações espaciais. Neste sentido, a presente pesquisa escolheu como recorte a atuação de um coletivo de ativistas culturais - ativos nos eixos \"Arte e Cultura\", \"Desenvolvimento Territorial\" e \"Comunicação\" - da organização não governamental Redes da Maré. Trata-se de uma iniciativa comunitária que atua desde 2007 em diversos espaços de uso coletivo do Complexo da Maré, um agrupamento de dezessete favelas localizadas na Zona Norte da cidade do Rio de Janeiro. Este estudo de base experimental qualitativa tem como objetivo apresentar aspectos relevantes levantados em três etapas de colaboração realizadas no Complexo da Maré nos últimos dois anos de pesquisa. A partir da vivência e da troca de experiências e aprendizados da designer pesquisadora em parceria com coordenadores, funcionários e participantes da iniciativa, o trabalho apoiou-se em abordagens do design social participativo, codesign e design anthropology. Com foco nas formas de improvisação e os modos de cooperação presentes em ações que permeiam as atividades da iniciativa, esta pesquisa buscou gerar aprendizados e reflexões para designers e arquitetos brasileiros no intuito de suscitar caminhos para processos de co-criação no espaço urbano por meio de abordagens processuais, experimentais e colaborativas. Além disso, a investigação almeja dar relevância às práticas populares e periféricas nos espaços de uso coletivo da metrópole e, paralelamente, enriquecer o campo de atuação do design no âmbito informal e urbano. / The community initiatives in informal urban settlements and metropolitan suburban areas have been resisting questions of social vulnerability by way of culture, art, education and other practices that result in social engagement and spatial transformation for decades. In that sense this study chose as its subject the action of a collective of cultural activists - active in the axis \"Culture and Art\", \"Territorial Development\" and \"Communication\" - of the non-governmental organization Redes da Maré. This community initiative acts since 2007 in diverse spaces of collective use in Complexo da Maré, a grouping of seventeen favelas located in the north side (Zona Norte) of the city of Rio de Janeiro. This practice-led research study has the objective of introducing relevant aspects that emerged from three phases of collaboration executed in Complexo da Maré in the past two years of research. From the day to day exchange of knowledge and living experiences of the design researcher partnering with coordinators, staff and participants of the initiative, the research was supported by social participatory design, codesign and design anthropology approaches. Focusing on forms of improvisation and modes of cooperation present in actions that permeate in the initiative\'s activities, this research study sought to generate learning and reflections for brazilian designers and architects with the purpose of opening pathways for co-creation processes in the urban space by way of procedural, experimental and collaborative approaches. Furthermore, the investigation aims to give relevance to popular and suburban practices in the metropolitan spaces of collective use, and in parallel enrich the field of action of informal and urban design.
24

Penser Montréal en tant que «métropole culturelle numérique durable» par le design participatif, la prospective et le design critique

Libersan, Sarah 08 1900 (has links)
Recherche par le design / Face à l'impératif de transition écologique, il est essentiel de produire des connaissances et d’imaginer des futurs préférables - écologiques et collectivement désirables - pour faciliter le passage à de nouveaux modes de vie consommant radicalement moins de ressources. Les impacts environnementaux méconnus et grandissants liés à nos activités numériques appellent à repenser cette dimension afin de la conjuguer à des futurs plus écologiques. Alors que la métropole montréalaise rayonne à l’international pour ses artistes numériques et son industrie du jeu vidéo, force est de constater que le développement de la culture numérique y est déconnecté du projet de transition écologique. Ces constats empiriques nous amènent à formuler un nouveau projet : faire de Montréal une «métropole culturelle numérique durable». La formulation de cet horizon inconnu constitue une opportunité de recherche à aborder par le design. Cette opportunité nous a incités à réaliser un projet de recherche par le design visant à explorer les futurs possibles pour faire de Montréal une métropole culturelle numérique durable en mobilisant les approches du design participatif, de la prospective et du design critique. Cette recherche a poursuivi deux objectifs principaux : explorer les futurs possibles pour Montréal en tant que métropole culturelle numérique durable en générant des idées qui enrichissent cet inconnu et étudier le croisement des approches théoriques en situation de projet. Pour atteindre ces objectifs, nous avons d’abord mené une enquête par recherche bibliographique et entretiens semi-dirigés pour définir le «numérique durable» et enrichir nos constats empiriques initiaux. Nous avons ensuite conçu un dispositif participatif et créatif en mobilisant des méthodes de prospective et de design critique, notamment pour produire des artefacts déclencheurs (des scénarios de prospectives accompagnés d’affiches) racontant les futurs possibles de la métropole culturelle numérique durable de 2035. Le dispositif a ensuite été utilisé lors de deux ateliers de codesign. Une interprétation des effets combinés de la prospective, du design critique et du design participatif sur la performance générative et les raisonnements de conception observés en atelier conclut le projet. La recherche fournit à la fois des avenues pour penser Montréal en tant que métropole culturelle numérique durable en esquissant les principes d’une nouvelle politique publique et une meilleure compréhension de l’intérêt du croisement des approches du design participatif, de la prospective et du design critique. / Given the urgent need for a sustainable transition, it is essential to generate knowledge and envision preferable futures - sustainable and collectively desirable - to facilitate the shift towards new lifestyles consuming radically fewer resources. The unrecognized and growing environmental footprint of our digital activities are calling for some rethinking in order to reconcile this dimension with greener futures. While the city of Montreal is internationally recognized for its digital artists and video game industry, it is also clear that the development of Montreal's digital culture is disconnected from the ongoing sustainable transition. These empirical observations have led us to propose a new project: to make Montreal a "sustainable digital cultural metropolis." This opportunity sparked a research-through-design project aimed at exploring possible futures to make Montreal a sustainable digital cultural metropolis, drawing on the approaches of participatory design, foresight and critical design. This research had two main objectives: to explore possible futures for Montreal as a sustainable digital cultural metropolis through the generation of insights that enrich this unknown concept, and to study the interplay of the theoretical approaches in the context of a project. To achieve these objectives, we first conducted an inquiry using desk research and semi-structured interviews to define "digital sustainability" and enrich our initial empirical observations. We then designed a participatory and creative device, mobilizing foresight and critical design methods, to produce "trigger" artifacts (foresight scenarios accompanied by posters) depicting the possible futures of the sustainable digital cultural metropolis of 2035. The device was then used in two codesign workshops. An analysis of the interplay between foresight, critical design and participatory design in relation with the generative outputs and design thinking processes observed in the workshops concludes the project. The research provides new avenues to envision Montreal as a sustainable digital cultural metropolis and drafts the principles of a new public policy as well as it provides a better understanding of the benefits stemming from the interplay of participatory design, foresight and critical design.
25

O papel dos múltiplos atores no design para mudança de comportamento

Almeida, Henrique Bittencourt 31 August 2018 (has links)
Submitted by JOSIANE SANTOS DE OLIVEIRA (josianeso) on 2018-12-11T12:30:11Z No. of bitstreams: 1 Henrique Bittencourt Almeida_.pdf: 11524454 bytes, checksum: cef126a3f001c52a103199b922124721 (MD5) / Made available in DSpace on 2018-12-11T12:30:11Z (GMT). No. of bitstreams: 1 Henrique Bittencourt Almeida_.pdf: 11524454 bytes, checksum: cef126a3f001c52a103199b922124721 (MD5) Previous issue date: 2018-08-31 / Nenhuma / Desconstruir hábitos e comportamentos negativos que já estão impregnados na rotina das pessoas e transformá-los em algo positivo para elas é uma tarefa complexa. A percepção da importância dessa problemática, fez com que os designers iniciassem a busca pelo conhecimento acerca da temática no campo da psicologia comportamental, levando, assim, ao surgimento de um campo reconhecido como design para mudança de comportamento “DfBC”. Identificou-se que as pesquisas até então estabelecidas, abordavam brevemente o papel e a participação de todos os atores (designer, usuário e profissionais de outras áreas do conhecimento) no processo de projeto. A partir dessa percepção, surge o problema de pesquisa: como o designer e os demais atores podem contribuir no processo de projeto, na perspectiva do design para a mudança de comportamento? Para responder essa pergunta, o objetivo da presente pesquisa é analisar como o designer e os demais atores podem contribuir no processo de projeto, na perspectiva do design para a mudança de comportamento. Para o método foram elaboradas estratégias e materiais para posterior aplicação em três ciclos de workshops. Após, foram realizadas entrevistas semi-estruturadas, para posterior análise através da técnica de análise de conteúdo. Conclui-se que o fornecimento dos materiais e as dinâmicas aplicadas, podem estimular as relações entre os múltiplos atores de diferentes maneiras. Observou-se que os designers e as psicólogas dividiram as tomadas de decisão e a liderança do grupo ao longo do processo projetual. Por sua vez, as usuárias atuaram como informantes de suas experiências, porém, suas atuações foram cercadas por conflitos e contradições. Os conhecimentos técnicos das nutricionistas mostraram-se úteis ao longo do processo, no entanto, esse ator teve uma participação menos ativa que os demais participantes. Diante dessas observações, conclui-se que três perfis de atores devem estar sempre presentes em projetos de DfBC, independente da temática projetual, que são eles: (i) designer; (ii) usuário e (iii) psicóloga. No entanto, um quarto ator para integrar o grupo deve ser agregado, o especialista da área específica da temática do projeto. São apresentadas também, diretrizes a serem aplicadas em projetos que envolvam profissionais dessas diferentes áreas do conhecimento. Por fim, são expostos conteúdos que podem ser abordados em estudos futuros acerca do design para mudança de comportamento e a participação de diferentes atores em processos projetuais. / Deconstructing habits and behaviors that are already impregnated in people’s routine and turn it into something positive for them are complex tasks. The perception of this problematic's importance had risen the designers to start the search for knowledge about the subject in the field of behavioral psychology, thus leading to the emergence of a field recognized as design for behavior change "DfBC". Therefore, it was identified that the research established until then, briefly addressed the role and the participation of all the actors (designer, user and professionals from other knowledge areas) involved in the design process. From this perception on, the present research approached how the designer and the other actors can contribute in an interdisciplinary way to the project process, into the design perspective for behavior change. The methodological course included the elaboration of strategies and materials for later application in three cycles of workshops. After this, semi-structured interviews were carried out, for later analysis through the technique of content analysis. Its concluded that supply of materials and tools, can stimulate the relationships between these actors in different manners. It was observed that designers and psychologists divided decision making and group leadership throughout the design process. In turn, the users acted as informers of their experiences, but their actions were surrounded by conflicts and contradictions. The technical knowledge of the nutritionists were useful throughout the process, however, this actor had a less active participation than the other participants. In view of these observations, it is concluded that three profiles of actors must always be present in DfBC projects, regardless of the design theme, are: (i) designer; (ii) user and (iii) psychologist. However, a fourth actor to join the group should be aggregate, the specialist of the specific area of the project theme. Also presented are guidelines to be applied in projects involving professionals from these different areas of knowledge. Finally, design guidelines are proposed that objective to stimulate and contribute to future studies about design for behavior change and the participation of different actors in project processes.
26

Preemptive HW/SW-Threading by combining ESL methodology and coarse grained reconfiguration

Rößler, Marko, Heinkel, Ulrich 14 January 2014 (has links) (PDF)
Modern systems fulfil calculation tasks across the hardware- software boundary. Tasks are divided into coarse parallel subtasks that run on distributed resources. These resources are classified into a software (SW) and a hardware (HW) domain. The software domain usually contains processors for general purpose or digital signal calculations. Dedicated co-processors such as encryption or video en-/decoding units belong to the hardware domain. Nowadays, a decision in which domain a certain subtask will be executed in a system is usually taken during system level design. This is done on the basis of certain assumptions about the system requirements that might not hold at runtime. The HW/SW partitioning is static and cannot adapt to dynamically changing system requirements at runtime. Our contribution to tackle this, is to combine a ESL based HW/SW codesign methodology with a coarse grained reconfigurable System on Chip architecture. We propose this as Preemptive HW/SW-Threading.
27

Parallel Hardware- and Software Threads in a Dynamically Reconfigurable System on a Programmable Chip

Rößler, Marko 06 December 2013 (has links) (PDF)
Today’s embedded systems depend on the availability of hybrid platforms, that contain heterogeneous computing resources such as programmable processors units (CPU’s or DSP’s) and highly specialized hardware cores. These platforms have been scaled down to integrated embedded system-on-chip. Modern platform FPGAs enhance such systems by the flexibility of runtime configurable silicon. One of the major advantages that arises is the ability to use hardware (HW) and software (SW) resources in a time-shared manner. Though the ability to dynamically assign computing resources based on decisions taken at runtime is given.
28

Definition and evaluation of spatio-temporal scheduling strategies for 3D multi-core heterogeneous architectures / Définition et évaluation des stratégies d’ordonnancement spatio-temporel pour les architectures 3D multicore hétérogènes

Khuat, Quang Hai 16 March 2015 (has links)
Empilant une couche multiprocesseur (MPSoC) et une couche de FPGA pour former un système sur puce reconfigurable en trois dimension (3DRSoC), est une solution prometteuse donnant un niveau de flexibilité élevé en adaptant l'architecture aux applications visées. Pour une application exécutée sur ce système, l'un des principaux défis vient de la gestion de haut niveau des tâches. Cette gestion est effectuée par le service d'ordonnancement du système d'exploitation et elle doit être en mesure de déterminer, lors de l'exécution de l'application, quelle tâche est exécutée logiciellement et/ou matériellement, quand (dimension temporelle) et sur quelles ressources (dimension spatiale, c'est à dire sur quel processeur ou quelle région du FPGA) pour atteindre la haute performance du système. Dans cette thèse, nous proposons des stratégies d'ordonnancement spatio-temporel pour les architectures 3DRSoCs. La première stratégie décide la nécessité de placer une tâche matérielle et une tâche logicielle en face-à-face afin que le coût de la communication entre tâches soit minimisé. La deuxième stratégie vise à minimiser le temps d'exécution globale de l'application. Cette stratégie exploits la présence de processeurs de la couche MPSoC afin d'anticiper, en temps-réel, l'exécution d'une tâche logicielle quand sa version matérielle ne peut pas être allouée sur le FPGA. Ensuite, un outil de simulation graphique a été développé pour vérifier le bon fonctionnement des stratégies développées et aussi nous permettre de produire des résultats. / Stacking a multiprocessor (MPSoC) layer and a FPGA layer to form a 3D Reconfigurable System-on- Chip (3DRSoC) is a promising solution giving a high flexibility level in adapting the architecture to the targeted application. For an application defined as a graph of parallel tasks running on the 3DRSoC system, one of the main challenges comes from the high-level management of tasks. This management is done by the scheduling service of the Operating System and it must be able to determine, on the fly, what task should be run in software and/or hardware, when (temporal dimension) and where (spatial dimension, i.e. on what processor or what area of the FPGA) in order to achieve high performance of the system. In this thesis, we propose online spatio-temporal scheduling strategies for 3DRSoCs. The first strategy decides, during the task scheduling, the need for a SW task and a HW task to communicate in face-to-face so that the communication cost between tasks is minimized. The second strategy aims at minimizing the overall execution time of the application. It exploits the presence of processors in the MPSoC layer in order to anticipate, at run-time, the SW execution of a task when its HW version cannot be allocated to the FPGA. Then, a graphical simulation tool has been developed to verify the proper functioning of the developed strategies and also enable us to produce results.
29

An Application-Specific Instruction Set for Accelerating Set-Oriented Database Primitives

Arnold, Oliver, Haas, Sebastian, Fettweis, Gerhard, Schlegel, Benjamin, Kissinger, Thomas, Lehner, Wolfgang 13 June 2022 (has links)
The key task of database systems is to efficiently manage large amounts of data. A high query throughput and a low query latency are essential for the success of a database system. Lately, research focused on exploiting hardware features like superscalar execution units, SIMD, or multiple cores to speed up processing. Apart from these software optimizations for given hardware, even tailor-made processing circuits running on FPGAs are built to run mostly stateless query plans with incredibly high throughput. A similar idea, which was already considered three decades ago, is to build tailor-made hardware like a database processor. Despite their superior performance, such application-specific processors were not considered to be beneficial because general-purpose processors eventually always caught up so that the high development costs did not pay off. In this paper, we show that the development of a database processor is much more feasible nowadays through the availability of customizable processors. We illustrate exemplarily how to create an instruction set extension for set-oriented database rimitives. The resulting application-specific processor provides not only a high performance but it also enables very energy-efficient processing. Our processor requires in various configurations more than 960x less energy than a high-end x86 processor while providing the same performance.
30

Zeitgeist: an intergenerational storytelling project

Hannan, Jon, Raber, Caylee, Beyzaei, Nadia, Levi, Donna, Phinney, Alison 19 December 2019 (has links)
The Zeitgeist project asks what role design students can play in enhancing creative endeavours and wellbeing of residents through an intergenerational co-design programme. Between Spring 2018 and Summer 2019, Zeitgeist brought together undergraduate design students and residents of long-term care homes for a project that challenged them to co-design publications that focused on the life experiences, stories and knowledge of the residents and emphasized an intergenerational exchange between two very different groups of people that could have a tangible, positive impact upon each other. It is often the case that residents in long-term care homes face issues of social isolation and diminishment of personal identity. In care homes opportunities for genuine creative and personal expression tend to be limited due to limited resources and a focus on medical priorities. It’s not unusual for residents to feel like they no longer have anything to contribute to society, that their story has closed and they no longer feel challenged, which can lead to cognitive decline. Design students are predominately young and tend to have limited life experience, with many still living at home and unsure about what direction they want their life to take. Zeitgeist looked to explore the possible benefits of a reciprocal relationship between the two parties by engaging participants in a range of creative activities that would allow for a mutual exchange of information and skills. This project uniquely positions an art and design university as a community partner for developing new approaches to enhance the wellbeing of seniors.

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